The road to Vilanel 1.0
Where the engine stands and what comes next. There are no dates: this is a plan for a personal project, not a promise.
Rendering
Modern Renderer
A GPU-driven Vulkan renderer with clustered lighting, shadows from every light, baked global illumination and cinematic post-processing.
Features: RendererSky and Weather
A physically based sky with volumetric clouds, a full day and night cycle, changing weather and photographed HDR skies.
Devlog: Sky and weatherCloud Performance
The rebuilt clouds look right. Now they need to get cheaper, especially toward the horizon, to fit comfortably in any frame budget.
Gameplay
Visual Scripting
Actor classes with components, variables and event graphs, a ready-made character, and C++ with hot reload when a project needs it.
Docs: Actor classesMultiplayer
Networking built into the gameplay framework, with client-side prediction, dedicated servers and peer-to-peer connections.
Features: MultiplayerBetter Collision Shapes
Splitting complex objects into several simple convex pieces, so that moving objects get accurate collision too.
Animation
Animation Blueprints
State machines, blend spaces, montages, root motion and foot IK, with live debugging while the game runs.
Docs: Animation BlueprintsAnimation Editors
Dedicated clip and blend space editors with a timeline for notifies, curves and footstep markers, being refined panel by panel.
Devlog: Animation editorsCharacter Movement
A full locomotion set with crouching, going prone and turning in place. The focus now is on how it feels, especially turns and landings.
Polish
Multiple full viewports, order-independent transparency, thumbnails in the content browser, a flexbox layout panel, and a final pass over the whole editor.
Further out
HDR displays
HDR output and compressed HDR textures, once there is an HDR display to test them on.
C++26 reflection
Replace the build-time reflection tool once compilers support it.
Standard task scheduling
Move the job system onto std::execution when it becomes available.
Linux
The code stays portable, but Linux support is not scheduled yet.
Finished work is written up in the devlog.